RESUME

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Gameography

WORK

Some of the companies I've had the pleasure of working with or for. View my portfolio for some of the projects I've been apart of.- VIEW MY FULL PORTFOLIO

PROFILE

I'm an artist and visual designer that has the passion for all things games. I’ve been entrenched in the world of UI, where I put to use my background in 3D and my love for typography and layout design to create interfaces that are dynamic and fresh. I have been a professional game artist for over 10 years and have been fortunate to contribute to many titles in a variety of different roles thus far.

EXPERIENCE

To date, I've worked on a handful of projects which include the Dead Island & Galaxy on Fire IP, focusing on traditional interface design tasks and responsibilities across the console, VR and mobile platforms. My role has covered the creation of wire-frames, user flows, assets, in-engine implementation as well as production related responsibilities such as forward planning, road map input, and estimates.

Dead Island Survivors (Mobile)Updated and implemented a fresh coat of paint to the interface, heavily optimized UI assets and worked with the team to redesign many game features • Ultimately helped prepare the shipping version of the game through my UI contributionsUnannounced VR Title (Oculus Rift / Vive - Cancelled)Unannounced Nintendo Switch Title (Switch - Cancelled)Unannounced Console Title (PS4 / XBOX 1)

Legends of Honor (Mobile / Browser)Managed and mentored UI team of 4 through the concurrent development of Legends of Honor, an RTS game on both mobile and web platforms • Role covers both day-to-day development (style definition, asset creation, implementation) and production related tasks (planning, resource allocation, task creation) • Facilitate collaboration between UX and UI teams to ensure products usability aims are met • Assist in UI hiring decisions, interviewing and creation of company UI art test • Documentation of UI guidelines; such as style guide creation, production best practices and Jira maintenance • Provided multiple educational workshops to team such as working with Unity and techniques for non-destructive workflows

Tetris Ultimate (PS4 / PS Vita / Xbox One / PC)Responsible for the concept and creation of both UI and visuals of the next generation of Tetris • Assisted in milestone planning and influenced key decisions surrounding the development timeline • Led an external development team on the adaptation of the UI for the Vita SKU • Worked in close collaboration with our engineers and technical artist to bring designs to fruition

Monopoly Slots (Mobile)Role at EA covered both content creation and implementation for various UI needs including screens, widgets and animations • Documentation and scoping; such as style guide creation, art asset lists and various tool documentation • Charged with the visual development for a variety of products • Assisted a small team in rapid prototyping of several initiatives post Monopoly Slots launch

Disney Tangled (Nintendo Wii) Developed the look and feel of the Tangled User-Interface / HUD • Created User-Interface assets and aesthetics including menus, buttons, cursors and icons • Produced animations that would “slide”, “pop” and “drop” for on screen transitions and prompts • Localization support and art implementation • Supported animation team by rigging and skinning various characters seen throughout the game.

The Sims 3 (Nintendo Wii) Created User-Interface assets for the multi-player component on The Sims 3 for the Wii • Implemented various screens set up in Flash • Designed and animated background art and icons • Adhered to a set style as defined by the branding from the publisher

Max Blastronaut (Unreleased) Established the appearance of characters by researching, concepting, modeling and texturing using next-gen techniques, such as high poly sculpting in Mudbox • Created User-Interface / HUD • Defined aesthetics and visual style • Media promotion of the interactive game by designing and developing the web portal maxblastronaut.com

Baja: Edge of Control (Xbox 360 / PS3) Responsible for creating world objects, vehicle art and track-side modeling, each component required modeling, texturing, physics setup and in-game placement where appropriate • Worked closely with and directed outsource agency on model preparation, cleanup and optimization • Developed knowledge of next-gen HLSL pipeline and work-flow • Balanced a work load that included various individual and team oriented tasks • Met deadlines and milestone completion dates as set by the publisher